X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=fishladder.c;h=5006fd11f37140c29f801d56455481625eca9236;hb=db0b38ca8dba526f77b74033135abcc50569b6b3;hp=7f49563a4e819977c5524caf71acde04f267e5e5;hpb=56d6d59869fcdd9d23b0135e3262d9d29c218e05;p=fishladder.git diff --git a/fishladder.c b/fishladder.c index 7f49563..5006fd1 100644 --- a/fishladder.c +++ b/fishladder.c @@ -3,16 +3,16 @@ //#define VG_STEAM #include "vg/vg.h" -SHADER_DEFINE( colour_shader, +SHADER_DEFINE( shader_tile_colour, // VERTEX - "layout (location=0) in vec3 a_co;" - "uniform mat4 uPvm;" + "layout (location=0) in vec2 a_co;" + "uniform mat3 uPv;" + "uniform vec2 uOffset;" "" "void main()" "{" - " vec4 vert_pos = uPvm * vec4( a_co, 1.0 );" - " gl_Position = vert_pos;" + "gl_Position = vec4( uPv * vec3( a_co + uOffset, 1.0 ), 1.0 );" "}", // FRAGMENT @@ -21,71 +21,53 @@ SHADER_DEFINE( colour_shader, "" "void main()" "{" - " FragColor = uColour;" + "FragColor = uColour;" "}" , - UNIFORMS({ "uPvm", "uColour" }) + UNIFORMS({ "uPv", "uOffset", "uColour" }) ) -mat4 m_projection; -mat4 m_view; -mat4 m_pv; +m3x3f m_projection; +m3x3f m_view; +m3x3f m_mdl; + +struct world +{ + struct cell + { + u32 state; + } + *data; + + u32 w, h; + + GLuint tile_vao; + GLuint tile_vbo; +} world = { .w = 4, .h = 4 }; int main( int argc, char *argv[] ) { vg_init( argc, argv, "FishLadder" ); } -void vg_update(void) +void vg_register(void) { - // Update camera - float ratio = (float)vg_window_y / (float)vg_window_x; - float const size = 7.5f; - glm_ortho( -size, size, -size*ratio, size*ratio, 0.1f, 100.f, m_projection ); - - glm_mat4_identity( m_view ); - glm_translate_z( m_view, -10.f ); - glm_rotate_x( m_view, -1.0f, m_view ); - - glm_mat4_mul( m_projection, m_view, m_pv ); -} - -GLuint tile_vao; -GLuint tile_vbo; - -void vg_render(void) -{ - glEnable( GL_DEPTH_TEST ); - glClearColor( 0.94f, 0.94f, 0.94f, 1.0f ); - glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); - - SHADER_USE( colour_shader ); - glUniformMatrix4fv( SHADER_UNIFORM( colour_shader, "uPvm" ), 1, GL_FALSE, (float *)m_pv ); - glUniform4f( SHADER_UNIFORM( colour_shader, "uColour" ), 0.5f, 0.5f, 0.5f, 1.0f ); - - glBindVertexArray( tile_vao ); - glDrawArrays( GL_TRIANGLES, 0, 6 ); + SHADER_INIT( shader_tile_colour ); } void vg_start(void) { - SHADER_INIT( colour_shader ); - - glGenVertexArrays( 1, &tile_vao ); - glGenBuffers( 1, &tile_vbo ); + glGenVertexArrays( 1, &world.tile_vao ); + glGenBuffers( 1, &world.tile_vbo ); float quad_mesh[] = { - -0.5f, 0.f, -0.5f, - -0.5f, 0.f, 0.5f, - 0.5f, 0.f, 0.5f, - -0.5f, 0.f, -0.5f, - 0.5f, 0.f, 0.5f, - 0.5f, 0.f, -0.5f + 0.05f, 0.05f, 0.05f, 0.95f, 0.95f, 0.95f, + 0.05f, 0.05f, 0.95f, 0.95f, 0.95f, 0.05f }; - glBindVertexArray( tile_vao ); - glBindBuffer( GL_ARRAY_BUFFER, tile_vbo ); + glBindVertexArray( world.tile_vao ); + glBindBuffer( GL_ARRAY_BUFFER, world.tile_vbo ); glBufferData ( GL_ARRAY_BUFFER, @@ -94,18 +76,51 @@ void vg_start(void) GL_STATIC_DRAW ); - glVertexAttribPointer( 0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0 ); + glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0 ); glEnableVertexAttribArray( 0 ); - VG_CHECK_GL(); + VG_CHECK_GL(); } void vg_free(void) { + glDeleteVertexArrays( 1, &world.tile_vao ); + glDeleteBuffers( 1, &world.tile_vbo ); +} + +void vg_update(void) +{ + float ratio = (float)vg_window_y / (float)vg_window_x; + float const size = 7.5f; + m3x3_projection( m_projection, -size, size, size*ratio, -size*ratio ); + m3x3_identity( m_view ); + m3x3_translate( m_view, (v3f){ -0.5f * world.w, -0.5f * world.h } ); + m3x3_mul( m_projection, m_view, vg_pv ); + vg_projection_update(); } -void vg_ui(void) +void vg_render(void) { + glViewport( 0,0, vg_window_x, vg_window_y ); + + glDisable( GL_DEPTH_TEST ); + glClearColor( 0.01f, 0.01f, 0.01f, 1.0f ); + glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); + glBindVertexArray( world.tile_vao ); + SHADER_USE( shader_tile_colour ); + glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "uPv" ), 1, GL_FALSE, (float *)vg_pv ); + + for( int y = 0; y < world.h; y ++ ) + { + for( int x = 0; x < world.w; x ++ ) + { + glUniform2f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)x, (float)y ); + glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1.0f, 1.0f, 1.0f, 1.0f ); + glDrawArrays( GL_TRIANGLES, 0, 6 ); + } + } } + +void vg_ui(void){} \ No newline at end of file